Packages

  • package o1

    O1Library is a toolkit designed for the course Programming 1 (a.k.a. O1) at Aalto University.

    O1Library is a toolkit designed for the course Programming 1 (a.k.a. O1) at Aalto University. It contains an assortment of tools; most prominently, it provides a framework for simple graphical programming and utilities for playing sound.

    This is the front page of O1Library’s documentation. However, this is probably not the best place to start learning about O1Library as a student. That’s because the relevant content of this library is introduced bit by bit in the chapters of O1’s custom ebook alongside the associated programming concepts and assignments.

    You may still find this documentation useful as a reference. You can also find some optional content here that you may wish to try.

    This front page lists the content available in the top-level package called simply o1. These tools are available with the simple command import o1._ in your Scala programs. Some of them you’ll use a lot; some of them you won’t necessarily need at all.

    The tools listed here are actually implemented in a number of subpackages (o1.gui, o1.sound, etc.); what you see here are just “shortcut aliases” to those actual implementations. The aliases are here to make that convenient import command work and to provide you with this list of links to some of the more commonly used tools in O1Library. The subpackages also contain additional content not listed here.

    O1Library has been developed by Aleksi Lukkarinen and Juha Sorva. Several of the key components in o1.gui and o1.world are built upon Aleksi’s Scala Media Computation Library. Some parts of O1Library draw inspiration from the “teachpacks” of the Racket programming language.

    We are grateful to Riku Autio, Joonatan Honkamaa, Juhani Numminen, Leo Varis, Veera Kahva, and anonymous students for bug reports and fixes. We thank Otto Seppälä for helpful discussions.

    Definition Classes
    root
  • package gui

    This package contains tools for building simple GUIs.

    This package contains tools for building simple GUIs. The toolkit is particularly well suited to constructing GUIs that display information as 2D images and/or geometric shapes. It is not designed for demanding graphical needs that call for high efficiency. Some of the tools in this package are built on the Swing GUI library, and the two libraries can be used in combination.

    Some of the types in this package have aliases in the top-level package o1, so they are accessible to students simply via import o1._. Some of the package contents are not available in the top-level package or included in this documentation.

    Please note: One of this package’s key components (views) comes in multiple varieties, which which are defined in the subpackages o1.gui.mutable and o1.gui.immutable and not listed below. The View that is most commonly used in O1 (and aliased as o1.View in the top-level package) is o1.gui.mutable.ViewFrame.

    Definition Classes
    o1
  • object immutable

    This package contains a version of Views that is not much used in O1: views to immutable domain models.

    This package contains a version of Views that is not much used in O1: views to immutable domain models. In O1, the other implementation in o1.gui.mutable is more relevant.

    Definition Classes
    gui
  • ViewComponent
  • ViewFrame
c

o1.gui.immutable

ViewComponent

abstract class ViewComponent[Model] extends ViewImpl.ViewComponent[Model] with ControlDefaults[Model]

A Swing-embeddable view (complete with a picture, a ticking clock, event handlers, etc.). It works like a ViewFrame except that it’s a Swing component, not a standalone GUI frame. See ViewFrame for an overview.

Model

the type of the states of the model

Linear Supertypes
ControlDefaults[Model], TooltipDefaults, ViewImpl.ViewComponent[Model], View.Controls[Model], Component, UIElement, LazyPublisher, Publisher, Reactor, Proxy, AnyRef, Any
Known Subclasses
Ordering
  1. Alphabetic
  2. By Inheritance
Inherited
  1. ViewComponent
  2. ControlDefaults
  3. TooltipDefaults
  4. ViewComponent
  5. Controls
  6. Component
  7. UIElement
  8. LazyPublisher
  9. Publisher
  10. Reactor
  11. Proxy
  12. AnyRef
  13. Any
  1. Hide All
  2. Show All
Visibility
  1. Public
  2. Protected

Instance Constructors

  1. new ViewComponent(initialState: Model, tickRate: Double = TicksPerSecondDefault, initialDelay: Int = 600, refreshPolicy: RefreshPolicy = Always)

    initialState

    the initial state of the model to be displayed in the view (the only required parameter). This class has been designed to work conveniently with immutable model objects (cf. o1.gui.mutable.ViewComponent).

    tickRate

    the clock of the view will tick roughly this many times per second (optional; defaults to 24)

    initialDelay

    an additional delay in milliseconds between calling start and the clock starting (optional; defaults to 600)

    refreshPolicy

    a policy for how eagerly the view should try to update the graphical representation of its model (optional; changing this may improve efficiency in some circumstances)

Type Members

  1. final class Traced[TraceData] extends ViewComponent[Model] with TraceGeneratingDefaults[Model, TraceData]

    A view that wraps around another, collecting a log or trace of events while delegating its actual event-handling to the wrapped view.

    A view that wraps around another, collecting a log or trace of events while delegating its actual event-handling to the wrapped view. Provides additional methods for accessing such traces: trace, simulateAndGet, and startAndGet. A few examples of using these methods are given below.

    simulate 500 clock ticks on the trace-collecing view and print the trace of clock ticks accompanied by descriptions of the view’äs model.

    for((traceItem, traceEvent) <- myTracedView.simulateAndGet(500)) {
      println(traceEvent + ": " + traceItem)
    }

    Or, equivalently:

    myTracedView.simulate(500)
    for((traceItem, traceEvent) <- myTracedView.trace) {
      println(traceEvent + ": " + traceItem)
    }

    Alternatively, start the trace-collecting view and run it interactively until it is done or a tick limit is reached. Then print the trace of ticks and GUI events accompanied with descriptions of the view’s model.

    val futureTrace = myTracedView.startAndGet(tickLimit=100) recover {
      case Aborted(message, partialTrace) => partialTrace
    }
    for(trace <- futureTrace; (traceItem, traceEvent) <- trace) {
      println(traceEvent + ": " + traceItem)
    }
    TraceData

    the type of the model-state descriptions in the trace

Abstract Value Members

  1. abstract def makePic(state: Model): Pic

    Returns a Pic that graphically represents the given state of the view’s model.

    Returns a Pic that graphically represents the given state of the view’s model. This method is automatically invoked by the view after GUI events and clock ticks. Left abstract by this class so any concrete view needs to add a custom implementation.

    For best results, all invocations of this method on a single view object should return Pics of equal dimensions.

    state

    a state of the model to be displayed

    Definition Classes
    ControlDefaults → Controls

Concrete Value Members

  1. final def adjustSpeed(newTickRate: Double): Unit

    Sets a new tick rate for the view, replacing any previously set by the constructor or this method.

    Sets a new tick rate for the view, replacing any previously set by the constructor or this method.

    Definition Classes
    ViewComponent
  2. def background: scala.swing.Color
    Definition Classes
    UIElement
  3. def background_=(c: scala.swing.Color): Unit
    Definition Classes
    UIElement
  4. def border: Border
    Definition Classes
    Component
  5. def border_=(b: Border): Unit
    Definition Classes
    Component
  6. def bounds: Rectangle
    Definition Classes
    UIElement
  7. def componentOrientation: ComponentOrientation
    Definition Classes
    UIElement
  8. def componentOrientation_=(x: ComponentOrientation): Unit
    Definition Classes
    UIElement
  9. def cursor: Cursor
    Definition Classes
    UIElement
  10. def cursor_=(c: Cursor): Unit
    Definition Classes
    UIElement
  11. def displayable: Boolean
    Definition Classes
    UIElement
  12. def enabled: Boolean
    Definition Classes
    Component
  13. def enabled_=(b: Boolean): Unit
    Definition Classes
    Component
  14. def equals(that: Any): Boolean
    Definition Classes
    Proxy → Any
  15. def focusable: Boolean
    Definition Classes
    Component
  16. def focusable_=(b: Boolean): Unit
    Definition Classes
    Component
  17. def font: Font
    Definition Classes
    UIElement
  18. def font_=(f: Font): Unit
    Definition Classes
    UIElement
  19. def foreground: scala.swing.Color
    Definition Classes
    UIElement
  20. def foreground_=(c: scala.swing.Color): Unit
    Definition Classes
    UIElement
  21. def hasFocus: Boolean
    Definition Classes
    Component
  22. def hashCode(): Int
    Definition Classes
    Proxy → Any
  23. def ignoreRepaint: Boolean
    Definition Classes
    UIElement
  24. def ignoreRepaint_=(b: Boolean): Unit
    Definition Classes
    UIElement
  25. def inputVerifier: (Component) => Boolean
    Definition Classes
    Component
  26. def inputVerifier_=(v: (Component) => Boolean): Unit
    Definition Classes
    Component
  27. def isDone(state: Model): Boolean

    Determines if the given state is a “done state” for the view.

    Determines if the given state is a “done state” for the view. By default, this is never the case, but that behavior can be overridden.

    Once done, the view stops reacting to events and updating its graphics and may close its GUi window, depending on the constructor parameters of the view.

    state

    a state of the model (possibly a done state)

    Definition Classes
    ControlDefaults → Controls
  28. def isPaused: Boolean

    Indicates whether the view is paused.

    Indicates whether the view is paused. By default, always returns false.

    Definition Classes
    ControlDefaults → Controls
    See also

    HasPauseToggle

  29. def locale: Locale
    Definition Classes
    UIElement
  30. def location: Point
    Definition Classes
    UIElement
  31. def locationOnScreen: Point
    Definition Classes
    UIElement
  32. def maximumSize: Dimension
    Definition Classes
    UIElement
  33. def maximumSize_=(x: Dimension): Unit
    Definition Classes
    UIElement
  34. def minimumSize: Dimension
    Definition Classes
    UIElement
  35. def minimumSize_=(x: Dimension): Unit
    Definition Classes
    UIElement
  36. def name: String
    Definition Classes
    Component
  37. def name_=(s: String): Unit
    Definition Classes
    Component
  38. def onClick(state: Model, event: event.MouseClicked): Model

    Determines what state should follow the given one when a mouse button is clicked (pressed+relesed, possibly multiple times in sequence) above the view.

    Determines what state should follow the given one when a mouse button is clicked (pressed+relesed, possibly multiple times in sequence) above the view. By default, just returns the unchanged state, but this can be overridden.

    If you don’t need much information about the GUI event, you may find it simpler to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the click event

    event

    the GUI event that caused this handler to be called

    Definition Classes
    ControlDefaults → Controls
  39. def onClick(state: Model, position: Pos): Model

    Determines what state should follow the given one when a mouse button is clicked (pressed+relesed, possibly multiple times in sequence) above the view.

    Determines what state should follow the given one when a mouse button is clicked (pressed+relesed, possibly multiple times in sequence) above the view. By default, just returns the unchanged state, but this can be overridden.

    If the desired behavior depends on detailed information about the GUI event, you may want to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the click event

    position

    the position of the mouse cursor relative to the view’s top left-hand corner

    Definition Classes
    ControlDefaults → Controls
  40. def onKeyDown(state: Model, event: event.KeyPressed): Model

    Determines what state should follow the given one when a key on the keyboard is pressed down while the view has the keyboard focus.

    Determines what state should follow the given one when a key on the keyboard is pressed down while the view has the keyboard focus. By default, just returns the unchanged state, but this can be overridden.

    If you don’t need much information about the GUI event, you may find it simpler to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the keyboard event

    event

    the GUI event that caused this handler to be called

    Definition Classes
    ControlDefaults → Controls
  41. def onKeyDown(state: Model, key: Key): Model

    Determines what state should follow the given one when a key on the keyboard is pressed down while the view has the keyboard focus.

    Determines what state should follow the given one when a key on the keyboard is pressed down while the view has the keyboard focus. By default, just returns the unchanged state, but this can be overridden.

    If the desired behavior depends on detailed information about the GUI event, you may want to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the keyboard event

    key

    the key that was pressed down

    Definition Classes
    ControlDefaults → Controls
  42. def onKeyUp(state: Model, event: event.KeyReleased): Model

    Determines what state should follow the given one when a key on the keyboard is released while the view has the keyboard focus.

    Determines what state should follow the given one when a key on the keyboard is released while the view has the keyboard focus. By default, just returns the unchanged state, but this can be overridden.

    If you don’t need much information about the GUI event, you may find it simpler to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the keyboard event

    event

    the GUI event that caused this handler to be called

    Definition Classes
    ControlDefaults → Controls
  43. def onKeyUp(state: Model, key: Key): Model

    Determines what state should follow the given one when a key on the keyboard is released while the view has the keyboard focus.

    Determines what state should follow the given one when a key on the keyboard is released while the view has the keyboard focus. By default, just returns the unchanged state, but this can be overridden.

    If the desired behavior depends on detailed information about the GUI event, you may want to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the keyboard event

    key

    the key that was released

    Definition Classes
    ControlDefaults → Controls
  44. def onMouseDown(state: Model, event: event.MousePressed): Model

    Determines what state should follow the given one when a mouse button is pressed down above the view.

    Determines what state should follow the given one when a mouse button is pressed down above the view. By default, just returns the unchanged state, but this can be overridden.

    If you don’t need much information about the GUI event, you may find it simpler to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the mouse event

    event

    the GUI event that caused this handler to be called

    Definition Classes
    ControlDefaults → Controls
  45. def onMouseDown(state: Model, position: Pos): Model

    Determines what state should follow the given one when a mouse button is pressed down above the view.

    Determines what state should follow the given one when a mouse button is pressed down above the view. By default, just returns the unchanged state, but this can be overridden.

    If the desired behavior depends on detailed information about the GUI event, you may want to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the mouse event

    position

    the position of the mouse cursor relative to the view’s top left-hand corner

    Definition Classes
    ControlDefaults → Controls
  46. def onMouseDrag(state: Model, event: event.MouseDragged): Model

    Determines what state should follow the given one when the mouse cursor is dragged above the view.

    Determines what state should follow the given one when the mouse cursor is dragged above the view. By default, just returns the unchanged state, but this can be overridden.

    If you don’t need much information about the GUI event, you may find it simpler to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the drag event

    event

    the GUI event that caused this handler to be called

    Definition Classes
    ControlDefaults → Controls
  47. def onMouseDrag(state: Model, position: Pos): Model

    Determines what state should follow the given one when the mouse cursor is dragged above the view.

    Determines what state should follow the given one when the mouse cursor is dragged above the view. By default, just returns the unchanged state, but this can be overridden.

    If the desired behavior depends on detailed information about the GUI event, you may want to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the drag event

    position

    the position of the mouse cursor relative to the view’s top left-hand corner

    Definition Classes
    ControlDefaults → Controls
  48. def onMouseEnter(state: Model, event: event.MouseEntered): Model

    Determines what state should follow the given one when the mouse cursor enters the view.

    Determines what state should follow the given one when the mouse cursor enters the view. By default, just returns the unchanged state, but this can be overridden.

    state

    the state of the model at the time of the mouse event

    event

    the GUI event that caused this handler to be called

    Definition Classes
    ControlDefaults → Controls
  49. def onMouseExit(state: Model, event: event.MouseExited): Model

    Determines what state should follow the given one when the mouse cursor exits the view.

    Determines what state should follow the given one when the mouse cursor exits the view. By default, just returns the unchanged state, but this can be overridden.

    state

    the state of the model at the time of the mouse event

    event

    the GUI event that caused this handler to be called

    Definition Classes
    ControlDefaults → Controls
  50. def onMouseMove(state: Model, event: event.MouseMoved): Model

    Determines what state should follow the given one when the mouse cursor moves above the view.

    Determines what state should follow the given one when the mouse cursor moves above the view. By default, just returns the unchanged state, but this can be overridden.

    If you don’t need much information about the GUI event, you may find it simpler to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the move event

    event

    the GUI event that caused this handler to be called

    Definition Classes
    ControlDefaults → Controls
  51. def onMouseMove(state: Model, position: Pos): Model

    Determines what state should follow the given one when the mouse cursor moves above the view.

    Determines what state should follow the given one when the mouse cursor moves above the view. By default, just returns the unchanged state, but this can be overridden.

    If the desired behavior depends on detailed information about the GUI event, you may want to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the move event

    position

    the position of the mouse cursor relative to the view’s top left-hand corner

    Definition Classes
    ControlDefaults → Controls
  52. def onMouseUp(state: Model, event: event.MouseReleased): Model

    Determines what state should follow the given one when a mouse button is released above the view.

    Determines what state should follow the given one when a mouse button is released above the view. By default, just returns the unchanged state, but this can be overridden.

    If you don’t need much information about the GUI event, you may find it simpler to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the mouse event

    event

    the GUI event that caused this handler to be called

    Definition Classes
    ControlDefaults → Controls
  53. def onMouseUp(state: Model, position: Pos): Model

    Determines what state should follow the given one when a mouse button is released above the view.

    Determines what state should follow the given one when a mouse button is released above the view. By default, just returns the unchanged state, but this can be overridden.

    If the desired behavior depends on detailed information about the GUI event, you may want to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the mouse event

    position

    the position of the mouse cursor relative to the view’s top left-hand corner

    Definition Classes
    ControlDefaults → Controls
  54. def onStop(): Unit

    Causes an additional effect when the view is stopped (with stop()).

    Causes an additional effect when the view is stopped (with stop()). By default, this method does nothing.

    Definition Classes
    ControlDefaults → Controls
  55. def onTick(previousState: Model, time: Long): Model

    Determines what state should follow the given one on a tick of the view’s internal clock.

    Determines what state should follow the given one on a tick of the view’s internal clock. By default, just returns the unchanged state, but this can be overridden.

    If you don’t need the number of the clock tick, you may find it simpler to implement the other method of the same name instead of this one.

    previousState

    the state of the model before the clock tick

    time

    the running number of the clock tick (the first tick being number 1, the second 2, etc.)

    Definition Classes
    ControlDefaults → Controls
  56. def onTick(previousState: Model): Model

    Determines what state should follow the given one on a tick of the view’s internal clock.

    Determines what state should follow the given one on a tick of the view’s internal clock. By default, just returns the unchanged state, but this can be overridden.

    previousState

    the state of the model before the clock tick

    Definition Classes
    ControlDefaults → Controls
  57. def onType(state: Model, event: event.KeyTyped): Model

    Determines what state should follow the given one when a key on the keyboard is typed (pressed+released) while the view has the keyboard focus.

    Determines what state should follow the given one when a key on the keyboard is typed (pressed+released) while the view has the keyboard focus. By default, just returns the unchanged state, but this can be overridden.

    If you don’t need much information about the GUI event, you may find it simpler to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the keyboard event

    event

    the GUI event that caused this handler to be called

    Definition Classes
    ControlDefaults → Controls
  58. def onType(state: Model, character: Char): Model

    Determines what state should follow the given one when a key on the keyboard is typed (pressed+released) while the view has the keyboard focus.

    Determines what state should follow the given one when a key on the keyboard is typed (pressed+released) while the view has the keyboard focus. By default, just returns the unchanged state, but this can be overridden.

    If the desired behavior depends on detailed information about the GUI event, you may want to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the keyboard event

    character

    the key that was typed

    Definition Classes
    ControlDefaults → Controls
  59. def onWheel(state: Model, event: event.MouseWheelMoved): Model

    Determines what state should follow the given one when the mouse wheel is rotated above the view.

    Determines what state should follow the given one when the mouse wheel is rotated above the view. By default, just returns the unchanged state, but this can be overridden.

    If you don’t need much information about the GUI event, you may find it simpler to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the wheel event

    event

    the GUI event that caused this handler to be called

    Definition Classes
    ControlDefaults → Controls
  60. def onWheel(state: Model, rotation: Int): Model

    Determines what state should follow the given one when the mouse wheel is rotated above the view.

    Determines what state should follow the given one when the mouse wheel is rotated above the view. By default, just returns the unchanged state, but this can be overridden.

    If the desired behavior depends on detailed information about the GUI event, you may want to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the wheel event

    rotation

    the number of steps the wheel rotated (negative means up, positive down)

    Definition Classes
    ControlDefaults → Controls
  61. def opaque: Boolean
    Definition Classes
    Component
  62. def opaque_=(b: Boolean): Unit
    Definition Classes
    Component
  63. def paint(g: Graphics2D): Unit
    Definition Classes
    Component
  64. final def paintComponent(myGraphics: Graphics2D): Unit

    Renders the view as a Java AWT BufferedImage onto the component.

    Renders the view as a Java AWT BufferedImage onto the component.

    Definition Classes
    ViewComponent → Component
  65. lazy val peer: JComponent
    Definition Classes
    Component → UIElement
  66. def preferredSize: Dimension
    Definition Classes
    UIElement
  67. def preferredSize_=(x: Dimension): Unit
    Definition Classes
    UIElement
  68. def publish(e: Event): Unit
    Definition Classes
    Publisher
  69. final def refresh(): Unit

    Programmatically requests an update to the graphics of the view (even though no clock tick or triggering GUI event occurred).

    Programmatically requests an update to the graphics of the view (even though no clock tick or triggering GUI event occurred).

    Definition Classes
    ViewComponent
  70. val refreshPolicy: RefreshPolicy
    Definition Classes
    ViewComponent
  71. def repaint(rect: Rectangle): Unit
    Definition Classes
    UIElement
  72. def repaint(): Unit
    Definition Classes
    UIElement
  73. def requestFocus(): Unit
    Definition Classes
    Component
  74. def requestFocusInWindow(): Boolean
    Definition Classes
    Component
  75. def revalidate(): Unit
    Definition Classes
    Component
  76. def self: Any
    Definition Classes
    UIElement → Proxy
  77. def showing: Boolean
    Definition Classes
    UIElement
  78. final def simulate(tickLimit: Int = Int.MaxValue): Unit

    Runs the view as if by calling start except that it runs “headless”, without expectation of being visible in a GUI and independently of a real-time clock.

    Runs the view as if by calling start except that it runs “headless”, without expectation of being visible in a GUI and independently of a real-time clock. A number of simulated clock ticks are immediately sent to the view; this continues until either the view determines it is done or a predetermined maximum number of ticks has been reached.

    tickLimit

    the maximum number of ticks to simulate; Int.MaxValue (which is the default) means there is no such limit

    Definition Classes
    ViewComponent → Controls
  79. def size: Dimension
    Definition Classes
    UIElement
  80. def sound(state: Model): Option[sound.sampled.Sound]

    Determines whether the view should play a sound, given a state of its model.

    Determines whether the view should play a sound, given a state of its model. By default, no sounds are played.

    state

    a state of the model

    returns

    a Sound that the view should play; None if no sound is appropriate for the given state

    Definition Classes
    ControlDefaults → Controls
  81. final def start(): Unit

    Starts the view: loads the model into the component and starts the clock.

    Starts the view: loads the model into the component and starts the clock. Cf. simulate.

    Definition Classes
    ViewComponent → Controls
  82. final def stop(): Unit

    Stops the view: stops the clock and stops listening to events.

    Stops the view: stops the clock and stops listening to events. A stopped view cannot be restarted.

    Definition Classes
    ViewComponent
  83. def subscribe(listener: Reaction): Unit
    Definition Classes
    LazyPublisher → Publisher
  84. def toString: String

    Returns a brief textual description of the view.

    Returns a brief textual description of the view.

    Definition Classes
    ViewComponent → Component → Proxy → AnyRef → Any
  85. def toolkit: Toolkit
    Definition Classes
    UIElement
  86. def tooltip: String
    Definition Classes
    Component
  87. def tooltip_=(t: String): Unit
    Definition Classes
    Component
  88. final def traced: Traced[Model]

    Returns a View that stores a trace of the ticks and GUI events that its event handlers process.

    Returns a View that stores a trace of the ticks and GUI events that its event handlers process. This parameterless method stores, at each event, the (immutable) state of the View’s model. This is equivalent to calling tracedWith and passing in identity.

    Definition Classes
    ControlDefaults
  89. final def tracedPics: Traced[Pic]

    Returns a View that stores a pictorial trace of the ticks and GUI events that the View’s event handlers process.

    Returns a View that stores a pictorial trace of the ticks and GUI events that the View’s event handlers process. This is equivalent to calling tracedWith and passing in the View’s makePic method.

    Definition Classes
    ControlDefaults
  90. final def tracedWith[TraceData](extractTrace: (Model) => TraceData): Traced[TraceData]

    Returns a view that collects of the ticks and GUI events that the View’s event handlers process, using the given function to generate that trace.

    Returns a view that collects of the ticks and GUI events that the View’s event handlers process, using the given function to generate that trace. That trace-collecting view, which an instance of the Traced subclass, delegates the actual event handling to this original view but provides an additional interface for tracing.

    TraceData

    the type of the model-state descriptions in the trace

    extractTrace

    a function that determines how to describe a model state in the generated trace

    Definition Classes
    ViewComponent → ControlDefaults
    See also

    traced, tracedPics

  91. def unsubscribe(listener: Reaction): Unit
    Definition Classes
    LazyPublisher → Publisher
  92. def validate(): Unit
    Definition Classes
    UIElement
  93. def visible: Boolean
    Definition Classes
    UIElement
  94. def visible_=(b: Boolean): Unit
    Definition Classes
    UIElement
  95. def xLayoutAlignment: Double
    Definition Classes
    Component
  96. def xLayoutAlignment_=(x: Double): Unit
    Definition Classes
    Component
  97. def yLayoutAlignment: Double
    Definition Classes
    Component
  98. def yLayoutAlignment_=(y: Double): Unit
    Definition Classes
    Component
  99. object keys extends Publisher
    Definition Classes
    Component
  100. object mouse
    Definition Classes
    Component